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    WW2 Oil and Snow (1st ed.) NEW MAP RELEASE

    Scheduled Pinned Locked Moved Maps & Mods
    205 Posts 17 Posters 145.8k Views 13 Watching
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    • ebbeE Offline
      ebbe @ebbe
      last edited by ebbe

      @ebbe Just to share: VARIABLES !! so usefull!

      thanks to VERQUINS excellent explaining & sharing...
      I found these interesting options I was not aware of...
      (ofcourse most of you Code Wizards know allready so nothing new there...)

      as seen in PACT OF STEEL 2...
      (and partly in SCHULZ's AGGRESSION 1941...)
      but not seen being used so often in general it seems.....

      I still need some more time to understand the
      "nested foreach loop" // using the '^' character....
      that really goes beyond my stoneage coding-understanding , haha...
      anyway....
      first variables incl. in my map now and yes it saves a sh*tload of
      repeating unit- naming and so in my game.xml...!

      great! thanks for your detailed sharing @VERQUIN

      <!-- variableList provides a way to define "variables" which represent a list of elements in order to manage that list in a single place and avoid copying-pasting it multiple times. 
       Whenever the variable name is specified in attachments using :
       $nameOfVariable$,
        its replaced with a colon delimited string of the elements (ex. "$russianAntiAirTargets$" would be replaced by "russianFighter:russianTacticalBomber". 
        They can be used in attachment "foreach" attributes as well to allow having an attachment "template" which then generates multiple attachments by 
        looping over the elements and replacing each element into 
        @nameOfVariable@.      This is particularly useful for repetitive attachments where only a few values change across them (see "foreach" below in attachments 
        for more detail/examples). -->
        <!--<variableList>
          <variable name="AntiTankTargets">
            <element name="germanMech.Infantry"/>
            <element name="germanTank"/>
            <element name="germanHeavyTank"/>
            <element name="germanHeavyTank-damaged"/>
            <element name="russianMech.Infantry"/>
          </variable>	
          <variable name="Infantry">
            <element name="germanInfantry"/>
            <element name="russianInfantry"/>
          </variable>   
          <variable name="Barracks">
            <element name="germanBarracks"/>
            <element name="russianBarracks"/>
          </variable>
          <variable name="TriggerPlayers">
            <element name="Germany"/>
            <element name="Brazil"/>
          </variable>
          <variable name="Phases">
            <element name="germanyBattle"/>
            <element name="brazilBattle"/>
          </variable>-->
          
          
          <!-- This shows how variables can be chained together to combine lists of elements -->	
          <!--<variable name="russianAntiAirTargets">
            <element name="russianFighter"/>
            <element name="russianTacticalBomber"/>
          </variable>
          <variable name="americanAntiAirTargets">
            <element name="americanFighter"/>
            <element name="americanTacticalBomber"/>
          </variable>
          <variable name="AntiAirTargets">
            <element name="$russianAntiAirTargets$"/>
            <element name="$americanAntiAirTargets$"/>
          </variable>-->
          
          <!-- Having an element that is empty ("") means that whatever option that is referenced by in a foreach using @nameOfVariable@ will skip that option 
          (see attachment "foreach" for more details) -->
          <!--<variable name="Players">
            <element name="Germany"/>
            <element name=""/>
          </variable>
        </variableList>-->	
      

      see for more in Pact of Steel 2....

      General_ZodG 1 Reply Last reply Reply Quote 2
      • General_ZodG Offline
        General_Zod Moderators @ebbe
        last edited by

        @ebbe I was wondering if you were aware of this or requesting an even more capable solution. Also I was certain you've been reviewing POS2 xml as reference.

        ebbeE 1 Reply Last reply Reply Quote 0
        • ebbeE Offline
          ebbe @General_Zod
          last edited by ebbe

          @general_zod Yes a more capable solution ( to NoAirlanding... you mean? ) or hints / direction of solution is still very welcome... even if it will be overtaken in time by a new terrain feature option....

          ebbeE 1 Reply Last reply Reply Quote 0
          • ebbeE Offline
            ebbe @ebbe
            last edited by ebbe

            @ebbe so now cleaning up the game.xml-code....
            like a living room after a wild party.. what a mess , 😉

            and adding more Propaganda...
            hej , ww2 propaganda ... even if it is just for the "flavour"....
            I really like this element... 😉 to get in the right "sphere"

            PropaGer.jpg

            ( or do I sound tooo hippie ? )
            anyway future posts will be more practical....

            ebbeE 1 Reply Last reply Reply Quote 3
            • ebbeE Offline
              ebbe @ebbe
              last edited by ebbe

              @ebbe HOW TO CHECK AMOUNT OF AVAILABLE RESOURCES ?
              of a player... another question from me *
              (realizing I burried you allready with them since I washed up the tripleA beach...)*

              Is there a possibility (or even example) of how to check the amount of a resource ..... (like PU's or Fuel) a player has? *
              ( to use for a trigger)*

              purpose in my case: to take care AI players run out of the black gold!
              I have a purchase option that AI not allways uses , so I want
              to make a forced emergency shopping chart. .. 😉

              RogerCooperR General_ZodG 2 Replies Last reply Reply Quote 0
              • RogerCooperR Offline
                RogerCooper @ebbe
                last edited by

                @ebbe There is no event trigger based upon resource amount. It would be a good feature with a variety of uses and would not be hard to implement.

                For now, the best you can do is to create AI-playable version of the mod which uses no resources other than PU's or have some PU-only unit types so the AI can always buy.

                1 Reply Last reply Reply Quote 1
                • General_ZodG Offline
                  General_Zod Moderators @ebbe
                  last edited by

                  @ebbe So @RogerCooper is absolutely correct there is no dedicated option/attribute to add to a condition or trigger to get a result back with minimal effort.

                  I can comfortably say, we would all appreciate if there was further progress made in this area. We did get something however.

                  It only applies to userAttachments and politicalAttachments currently.

                  "costResources" value: amount of resources an action requires and will be removed from the player if action is attempted.

                  <option name="costResources" value="10:PUs"/>
                  <option name="costResources" value="2:Iron"/>
                  <option name="costResources" value="1:Fuel"/>

                  This works for any resource, and with some creativity and can make them count for you. Lets say by simply subtracting from another known number of resources that are somewhere or represented by units that are somewhere who create said resource. But I think you get the gist of the concept.

                  There is another somewhat awesome accounting method but so unfortunate that it only allows PUs currently, "objectiveValue".

                  "objectiveValue" values: any integer number of PUs to be given (example: value="4").

                  These are POS2.xml descriptions, they could use more detail, anywho....

                  It can be used if you create a new monetary resource to buy with. And dedicate PUs as an accounting resource.

                  I've got a couple more ideas, that involve accounting resources, units, etc.. It all depends how much effort you're willing to invest and is the goal worth it.

                  ebbeE 1 Reply Last reply Reply Quote 0
                  • ebbeE Offline
                    ebbe @General_Zod
                    last edited by

                    @general_zod That is really great!!!!! thanks for sharing.....!

                    General_ZodG 1 Reply Last reply Reply Quote 0
                    • General_ZodG Offline
                      General_Zod Moderators @ebbe
                      last edited by

                      @ebbe I know you make good use of it. Nice work so far.

                      ebbeE 1 Reply Last reply Reply Quote 0
                      • ebbeE Offline
                        ebbe @General_Zod
                        last edited by ebbe

                        @bel246
                        I think I solved the issue of stuck Units when partisan activity occured in a territory:

                        I added a <option name="canBeMovedThroughByEnemies" value="true"/> to the partisans....
                        (also found in POS2: which is a true treassure box 😉 )
                        seems to work fine now....

                        this is another element not yet listed in the XOB-list....
                        so I wonder if it was forgotten or not considered to be reliable ?

                        ebbeE 1 Reply Last reply Reply Quote 2
                        • ebbeE Offline
                          ebbe @ebbe
                          last edited by ebbe

                          @ebbe

                          Okej, a way to get Supply and out of Supply in besieged Cities:

                          besiegedBASE2.png

                          -If a city will get besieged it will be slowly consuming its supply stocks:
                          if running out of them they get a battle penalty of -1.

                          Good thing:
                          -one can prepare for siege by buying goods.....in advance....
                          to prepare if the enemies are coming close....

                          • one can airdrop supplies with airtransport to keep besieged city well supplied.
                            -Once liberated the city doesn't receive any out of supply tokens any more consuming supplies, so remaining unused supplies can be used later in the game...
                            -Even enemies can get stuck besieged in a enemy city with similair supply consequences..
                            a kind of Stalingrad scenario

                          Still to solve:
                          -A player shouldn't be allowed to buy supplies in a besieged city
                          -The nr of supplies needed is symbolically...: if one has 1 unit there or 20... it still needs 1 supply per turn, as I do not see how to count nr of units stationed in there....
                          -Still puzzling ho to get the "getting besieged" trigger -reset- for
                          occasions the city is freed, but later in the game besieged again....
                          if I use <option name="uses" value="1"/> it will be triggered only
                          once in the whole game..
                          if I leave out <option name="uses" value="1"/> it will repeat each besieged turn, neither what I wanted...

                          any ideas anyone?

                          <!-- OUT  OF SUPPLY TEST STALINGRAD-->
                          <attachment name="CA_StalingradBesiegedByAxis" attachTo="Germans" javaClass="RulesAttachment" type="player">
                                <option name="Players" value="$AllAxis$"/>
                               <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="3"/><option name="enemyPresenceTerritories" value="Stalingrad" count="1"/>
                          </attachment>
                          <attachment name="TA_PlaceOutOfSupplyStalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                              <option name="conditions" value="CA_StalingradBesiegedByAxis"/>
                              <option name="placement" value="Stalingrad:out_of_supply" count="1"/>
                              <option name="notification" value="StalingradBesieged"/>
                              <option name="uses" value="1"/>
                              <option name="when" value="after:frenchNonCombatMove"/>
                          </attachment>
                          <attachment name="TA_PlaceOutOfSupplyStalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                              <option name="conditions" value="CA_StalingradBesiegedByAxis"/>
                              <option name="removeUnits" value="Stalingrad:supply" count="1"/>
                              <option name="when" value="after:frenchNonCombatMove"/>
                          </attachment>
                          <!-- Siege lifted-->
                          <attachment name="CA_StalingradNoLongerBesiegedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player">
                               <option name="Players" value="$AllAllies$"/>
                               <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="1"/><option name="alliedPresenceTerritories" value="Stalingrad" count="1"/>
                          </attachment>
                          <attachment name="TA_RemoveOutOfSupply_StalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                              <option name="conditions" value="CA_StalingradNoLongerBesiegedByAxis"/>
                            <!--  <option name="uses" value="1"/>-->
                              <option name="removeUnits" value="Stalingrad:out_of_supply" count="99"/>
                              <option name="notification" value="StalingradSiegeLifted"/>
                              <option name="when" value="after:germansNonCombatMove"/><!--should be japanese-->
                          </attachment>
                          
                          

                          and then same for Axis side

                          besides , if the siege is not lifted within All Allied
                          ( of the besieged player) players turn, the city will loose its PU income.... ( fixed now with Convoy route concept: thanks to general zod )
                          Which sounds tough .. I might make a penalty on the PU fot that....

                          it would be great to have production limited or
                          stopped also when under siege
                          ... let's see...

                          do I hate cities? no no.. but the way some terr's with high PU and factory function now, makes that often like Stack-piled islands,
                          keeping building up waiting for counterattack.. which for me personally is not too realistic.... the help for besieged cities is mostly expected from outside? 😉

                          or is there a more simple way to get this idea? I have allready a total of 556 trigger ingame which I am not very proud..maybe I want too much..
                          ( or code it too complicated 🙂 ) Halelujah!

                          SchulzS B 2 Replies Last reply Reply Quote 1
                          • SchulzS Offline
                            Schulz @ebbe
                            last edited by

                            Shouldn't there be a penalty to attemp encircling Stalingrad due to Volga river?

                            ebbeE 1 Reply Last reply Reply Quote 0
                            • B Offline
                              beelee @ebbe
                              last edited by

                              @ebbe you don't want the notification trigger to fire every time it's under siege ? Just once on the turn it goes under siege and then repeat only if free and under siege again ?

                              ebbeE 1 Reply Last reply Reply Quote 0
                              • ebbeE Offline
                                ebbe @beelee
                                last edited by

                                @beelee Indeed, not just the notification but the whole trigger:
                                With my knowledge I see only 2 options:
                                -It will repeat every turn the conditions are met
                                or If set use="uses" value="1" and then with a second siege it doesn't trigger anymore... which I would like it too do...

                                B 1 Reply Last reply Reply Quote 0
                                • ebbeE Offline
                                  ebbe @Schulz
                                  last edited by

                                  @schulz well If the Terr. incl. the east Volga bank isn't occupied,
                                  than the city is not completely encircled and can still be supplied... so no consequences in the scenario I sketch....

                                  RogerCooperR 1 Reply Last reply Reply Quote 0
                                  • RogerCooperR Offline
                                    RogerCooper @ebbe
                                    last edited by

                                    I would like to suggest a simpler approach. You don't need to track complete encirclement or total supplies. Just figure 1 or 2 supporting areas for area for each nation. If they are enemy-controlled drop a suicide unit that launches an AA-style attack against every unit in the cut-off area.

                                    1 Reply Last reply Reply Quote 0
                                    • TheDogT Offline
                                      TheDog
                                      last edited by

                                      @ebbe
                                      You could try this
                                      Set Stalingrad as a

                                      <option name="blockadeZone" value="true" />
                                      

                                      Set every unit as

                                      <option name="blockade" value="1"/>
                                      

                                      or maybe just the Engineers/Assault Guns? I have not played your map.

                                      The above two lines do not error 😉

                                      But will blockade work on land?

                                      It would would be really good if it did, but at the mo I dont have time to test it.
                                      .

                                      https://forums.triplea-game.org/tags/thedog
                                      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                      ebbeE 1 Reply Last reply Reply Quote 0
                                      • ebbeE Offline
                                        ebbe @TheDog
                                        last edited by

                                        @thedog nice idea... I try it out , but with convoy route that economical impact is solved... and with Block the PU's might go to occupying player?

                                        @RogerCooper yes, that was a plan B... to make Out of Supply create hits somehow.... even created a dummy Player for that... the idea of few main supporting areas is good idea.... every player has some main zones...

                                        okej but the question about how to have -Reset- a trigger as if
                                        "uses" value="1" has not happened that game before, is still open
                                        😉

                                        ebbeE 1 Reply Last reply Reply Quote 0
                                        • ebbeE Offline
                                          ebbe @ebbe
                                          last edited by ebbe

                                          @ebbe

                                          In the mean time a "special"-unit I wanted allready for long time:

                                          German Flaktower....

                                          flakTower copy.PNG

                                          Not that they were very:
                                          -Common: only few build in germany and one in Vienna
                                          -Succesful: I read their impact against allied bombing was minimal
                                          -Sustainable: they costed a shit load of material and building time

                                          But still: I just wanted to have one standing in the game...
                                          3 Hit points offcourse, theses things were very very Bomb-proof...
                                          AA offcourse but then in a amazing shell of concrete..
                                          Makes conquering/bombing Berlin just that bit more extra challenging...

                                          flakTower Berlin.png
                                          @Hepps *...is this the first Flaktower around in TripleA or
                                          did you have a bunch allready 😉 ?

                                          1 Reply Last reply Reply Quote 0
                                          • B Offline
                                            beelee @ebbe
                                            last edited by

                                            @ebbe hmm...still not 100% certain of what all is going on here but maybe try a "activateTrigger" with the trigger that lifts the siege with the same conditions ? Just name it different. Let em all be uses 1.

                                            Might need a half dozen or so, depending on how likely it is to reoccur. If it even works. I could be way off base lol

                                            1 Reply Last reply Reply Quote 0

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